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mirror of https://github.com/OpenRCT2/OpenRCT2 synced 2026-01-15 19:13:07 +01:00

password prompt for client

This commit is contained in:
zsilencer
2015-11-01 20:12:14 -07:00
committed by IntelOrca
parent 3b639ced47
commit 9acfd27735
6 changed files with 64 additions and 12 deletions

View File

@@ -779,6 +779,21 @@ void Network::Client_Send_AUTH(const char* gameversion, const char* name, const
server_connection.QueuePacket(std::move(packet));
}
void Network::Server_Send_AUTH(NetworkConnection& connection)
{
uint8 new_playerid = 0;
if (connection.player) {
new_playerid = connection.player->id;
}
std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
*packet << (uint32)NETWORK_COMMAND_AUTH << (uint32)connection.authstatus << (uint8)new_playerid;
connection.QueuePacket(std::move(packet));
if (connection.authstatus != NETWORK_AUTH_OK && connection.authstatus != NETWORK_AUTH_REQUIREPASSWORD) {
shutdown(connection.socket, SHUT_RD);
connection.SendQueuedPackets();
}
}
void Network::Server_Send_MAP(NetworkConnection* connection)
{
int buffersize = 0x600000;
@@ -1042,6 +1057,9 @@ int Network::Client_Handle_AUTH(NetworkConnection& connection, NetworkPacket& pa
connection.last_disconnect_reason = "Bad Password";
shutdown(connection.socket, SHUT_RDWR);
break;
case NETWORK_AUTH_REQUIREPASSWORD:
window_network_status_open_password();
break;
}
return 1;
}
@@ -1052,21 +1070,22 @@ int Network::Server_Handle_AUTH(NetworkConnection& connection, NetworkPacket& pa
const char* gameversion = packet.ReadString();
const char* name = packet.ReadString();
const char* password = packet.ReadString();
uint8 playerid = 0;
if (!gameversion || strcmp(gameversion, OPENRCT2_VERSION) != 0) {
connection.authstatus = NETWORK_AUTH_BADVERSION;
} else
if (!name) {
connection.authstatus = NETWORK_AUTH_BADNAME;
} else
if (!password || strcmp(password, Network::password) != 0) {
if (!password || strlen(password) == 0) {
connection.authstatus = NETWORK_AUTH_REQUIREPASSWORD;
} else
if (strcmp(password, Network::password) != 0) {
connection.authstatus = NETWORK_AUTH_BADPASSWORD;
} else {
connection.authstatus = NETWORK_AUTH_OK;
NetworkPlayer* player = AddPlayer(name);
connection.player = player;
if (player) {
playerid = player->id;
char text[256];
char* lineCh = text;
lineCh = utf8_write_codepoint(lineCh, FORMAT_OUTLINE);
@@ -1077,13 +1096,7 @@ int Network::Server_Handle_AUTH(NetworkConnection& connection, NetworkPacket& pa
Server_Send_MAP(&connection);
}
}
std::unique_ptr<NetworkPacket> responsepacket = std::move(NetworkPacket::Allocate());
*responsepacket << (uint32)NETWORK_COMMAND_AUTH << (uint32)connection.authstatus << (uint8)playerid;
connection.QueuePacket(std::move(responsepacket));
if (connection.authstatus != NETWORK_AUTH_OK) {
shutdown(connection.socket, SHUT_RD);
connection.SendQueuedPackets();
}
Server_Send_AUTH(connection);
}
return 1;
}
@@ -1356,6 +1369,11 @@ void network_send_gamecmd(uint32 eax, uint32 ebx, uint32 ecx, uint32 edx, uint32
}
}
void network_send_password(const char* password)
{
gNetwork.Client_Send_AUTH(OPENRCT2_VERSION, gConfigNetwork.player_name, password);
}
void network_kick_player(int playerId)
{
gNetwork.KickPlayer(playerId);